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iSmallfry

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Posts posted by iSmallfry

  1. The Tatsu's idle stance distorts the back in an unnatural manner, resulting in weird-looking / weirdly-positionend back adornments.

    Screenshots, with Nehza's wheel as an example:

    20190413220425_1_zpsmnuwuwod.jpg

    20190413220430_1_zps0unzll3x.jpg

    20190413220440_1_zpsttvdlppw.jpg

    20190413220452_1_zps0tivb75m.jpg

  2. The Tatsu's hitbox seems to be somewhat off. This becomes especially apparent when trying to attack an enemy that is lying on the ground (knocked down). The ground finisher will hardly ever hit and the vast majority of attempted attacks will miss, as well. Equipping range mods, such as Primed Reach, does seem to counteract the issue to a certain degree, but even then, a noteable amount of attacks will miss, against a knocked down enemy.

    • Like 2
  3. 29 minutes ago, foxhull said:

    While I haven't noticed this particular bug, there's still a few lingering issues with the Mecha set.

    1) Mecha Pulse is granting 20% armor per enemy for 12s, instead of the listed 60% for 20s. Also, with part of the set being an Aura, encouraging all allies to kill the marked target, it makes for a pretty feel bad moment when you go to kill the marked enemy, your buddy gets it instead, and you get no Pulse buff. Maybe tweak it so nearby allied kills count for it too?

    2) The actual set effect is transferring the status effects, but none of the associated damage. E.g. you can transfer a slash proc that was ticking for 1/3 of the enemies health, but the slash proc received by all nearby enemies deals no damage, effectively limiting the set bonus to only being useful for CO set up.

    3) This one isn't strictly a bug, but the actual marker can be excessively difficult to see, especially against snowy backgrounds, in addition to no notification when the mark happens. Maybe make it a WP style marker so you know exactly when and where the marker is? At least for the person using the set.

    1) and 2) have been fixed, as far as i know. As for 3), i totally agree. The mark should definitely get a "global" marker, similar to the objective markers or the one for companions.

  4. Not sure if this can only be reproduced with gas damage and its AoE, but the Mecha Set's effect of spreading status procs, upon killing the marked target, seems to sometimes affect the user/player, if you're too close to said target.

  5. 59 minutes ago, -Enigma said:

    There's something called recruitment chat. If you go to escape, press options, press chat, you can see an option to enable it.

    I wouldn't be here, asking about a platform for endurance players, if the recruitment chat was working out for me. Endurance runs are very niche, to say the least. Chances to find a group to run with are slim, at best. In fact, i have not found a single party through the recruitment chat, ever since relics became a thing. Endurance runs are just not very popular anymore.

  6. 17 minutes ago, Dr.Noob_Is_Here said:

    can u explain how did it work in the first place ?

     

    You put Power Throw onto your glaive of choice.That's basically it. Iron Vault enhances your next slam attack, aftter using Wukong's 1st ability. So, what you did was:

    - Aim at the ground

    -Launch yourself into the air with your 1st ability

    -Throw your glaive into an area with lots of mobs close-by, aiming for the ground

    -S#&$ explodes

    For some reason the game considered the glaive throw+Power Throw explosion as a slam attack.

    EDIT: Oh, I suppose you'd need to dual wield a single-handed gun+ glaive, as well, to be able to throw the glaive mid-air.

  7. 4 minutes ago, Dr.Noob_Is_Here said:

    I checked the patch notes, the arcane bugged was fixed and range of power throw and iron vault was fixed, but does this still  work ?

    I haven't tried it since. I'd assume the range scaling, at the very least, would have been fixed, going by the patchnotes. I mean if the damage still scales, it would still kind of work, I suppose? You'd do pretty high damage, at least.

  8. It should have been fixed recently, if I'm not mistaken. Basically, what happened was that the glaive throw was considered a slam attack, when thrown after using Iron vault, thus benefitting from Iron Vault's buff, which includes the damage multiplier AND the extra range. When modded for range, you could obtain utterly stupid room-clearing capabilities.

     

    EDIT: IIRC, you needed Power Throw's explosion for this to work. In which case it's actually the explosion that scaled off the buff, I suppose.

  9. So, I've started testing this particular ability lately and found, that - while it works fine in the Simulacrum - it doesn't seem to work properly, in actual missions. It seemingly struggles to pull in enemies, that are not running in your direction to begin with. Enemies that run away from your position, seem to negate the pull entirely, doing so. The pull seems to be affected by slows, as well: Enemies that are slowed, hardly get pulled. Knocked-down enemies affected by a slow are even worse. I'd appreciate it if you looked into it, as I've finally found a use for the ability.

    Many thanks.

  10. 2 hours ago, Traumtulpe said:

    No harm done, it just seems like this kind of thing has a very low priority.

    The fokus abilities will eventually be reworked (again), I would assume. Maybe someone actually noticed your threads, and it will be remembered when the time comes.

    I'm aware that this is probably not on the top of their to-do list, which is why I want to at least make sure, they see this post and know that this issue does exist.

  11. 1 hour ago, Traumtulpe said:

    I thought I had seen this thread before, and indeed, apparently you posted this very same thread every day for the last 4 days.

    Now, I'm not going to tell you to not spam the forums, but do you think this is actually doing anything?

    Well, if nothing else, it should increase the chances of somebody from the devteam seeing this post.

    I mean no harm by it, so if I offended you in any way by posting this thread, I do apologize.

  12. So, I've started testing this particular ability lately and found, that - while it works fine in the Simulacrum - it doesn't seem to work properly, in actual missions. It seemingly struggles to pull in enemies, that are not running in your direction to begin with. Enemies that run away from your position, seem to negate the pull entirely, doing so. The pull seems to be affected by slows, as well: Enemies that are slowed, hardly get pulled. Knocked-down enemies affected by a slow are even worse. I'd appreciate it if you looked into it, as I've finally found a use for the ability.

    Many thanks.

  13. So, I've started testing this particular ability lately and found, that - while it works fine in the Simulacrum - it doesn't seem to work properly, in actual missions. It seemingly struggles to pull in enemies, that are not running in your direction to begin with. Enemies that run away from your position, seem to negate the pull entirely, doing so. The pull seems to be affected by slows, as well: Enemies that are slowed, hardly get pulled. Knocked-down enemies affected by a slow are even worse. I'd appreciate it if you looked into it, as I've finally found a use for the ability.

    Many thanks.

  14. So, I've started testing this particular ability lately and found, that - while it works fine in the Simulacrum - it doesn't seem to work properly, in actual missions. It seemingly struggles to pull in enemies, that are not running in your direction to begin with. Enemies that run away from your position, seem to negate the pull entirely, doing so. The pull seems to be affected by slows, as well: Enemies that are slowed, hardly get pulled. Knocked-down enemies affected by a slow are even worse. I'd appreciate it if you looked into it, as I've finally found a use for the ability.

    Many thanks.

  15. So, I've started testing this particular ability lately and found, that - while it works fine in the Simulacrum - it doesn't seem to work properly, in actual missions. It seemingly struggles to pull in enemies, that are not running in your direction to begin with. Enemies that run away from your position, seem to negate the pull entirely, doing so. The pull seems to be affected by slows, as well: Enemies that are slowed, hardly get pulled. Knocked-down enemies affected by a slow are even worse. I'd appreciate it if you looked into it, as I've finally found a use for the ability.

    Many thanks.

  16. His 1 can single out Ancient Healers with its Radiation proc, negating their aura. It also has forced Puncture procs (reducing enemy damage), which is a neat little bonus. His 1 is much stronger and much more versatile than most other 1 abilities. As for scaling, his 1 scales off enemy max HP, so it will always deal damage to a cetain degree. His 4 can remove armor indefinitely (no timer attached to it) AND it scales with MAX armor to boot, opposed to current armor. CP+Intensify alone, are enough to enable his 4 to strip enemies off their armor completely in just 2 casts. Plus, once again, forced Radiation procs. The forced Puncture and Radiation procs are pretty handy for Condition Overload setups, by the way. To be honest, Oberon is stronger than ever, especially with the reworked Arcane Guardian. My one issue with him right now, is that Hallowed Ground does not negate staggers caused by Quick Thinking, which I believe to be a bug, seeing how Pain Threshold had a similar issue and was changed/fixed.

  17. Oberon's skill Hallowed Ground makes you immune to status effects, including disabling effects - such as knockdowns and staggers. However, as I was experimenting with some Oberon builds, I've noticed that said immunity does not apply to the staggers caused by Quick Thinking. The mod Pain Threshhold had a similar issue not too long ago. Seeing how Pain Treshhold's effect has been changed/fixed to include Quick Thinking's stagger, I daresay Quick Thinking staggers ignoring Hallowed Ground's immunity is not supposed to be a thing...

    A change/fix would be appreciated.

  18. 1 minute ago, Kerberos-3 said:

    No, actually, they fixed the Jat Kittag issue fairly quickly, mainly because people complained that the rocket launch deprived them of rare resources and, of course, the void key needed to complete the first void sabotage mission.

    Well, I daresay there were quite a few people complaining then. In this case, I'm counting 2 complaints so far, me included.

  19. 11 minutes ago, Kerberos-3 said:

    As far as I know, it's not an issue anymore.

    Well S#&$, you just got my hopes all up. Then again, even if they do intend to fix the issue, it's probably going to take a few years...

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